Limits
The numbers that bound a flow, a client and a list of dedicated IPs.
Every limit a flow or client can actually hit, in one place.
Flow structure
| Limit | Value |
|---|---|
| Triggers per flow | 50 |
| Actions per trigger | 200 |
| Nesting depth, loops and branches | 10 |
| Condition nesting depth | 6 |
| Children in an all / any block | 10 |
while iterations | 1000 by default, 10000 maximum |
repeat count | 1000 |
There is also a per-firing action budget: one firing cannot run forever even if a loop's condition never turns false. A loop that hits it stops there.
Field ranges
| Field | Range |
|---|---|
| Timer interval | 1 second to 1 day |
wait | 1 ms to 10 minutes |
wait until timeout | 100 ms to 10 minutes |
wait for chat timeout | 100 ms to 5 minutes |
| Health / food thresholds | 1 to 20 |
| Player and mob radius | 1 to 64 blocks |
| Dig-nearest / go-to-nearest radius | 1 to 64 blocks |
| Container and mount radius | 1 to 32 blocks |
| Relative coordinate offset | ±64 |
| World Y | −2048 to 2048 |
| Item counts, inventory | 1 to 64 |
| Item counts, containers | 1 to 2304 |
| Hotbar slot | 0 to 8 |
| Container slot | 0 to 255 |
| Chat / command text | 256 characters |
| Variable and routine names | 40 characters, [a-z0-9_] |
| Player allowlist | 64 names |
| Regular expression filters | 200 characters (256 in a variable matches condition) |
Clients
- One account per running client. The same account cannot drive two at once.
- Log history is kept 7 days.
- A cloud client will not start unless your plan has a free slot. A coin balance makes no difference.
- A phone client uses no slot, and keeps to the free limits listed on that page.
How many clients you can run at once is set by your plan's slots, plus any slot packs on top. Your plan also sets how many flows one client can carry and how many quick commands you keep. See plans, bundles and slot packs.
Timing that is not a limit but behaves like one
- One firing at a time per trigger. A new event is ignored while the previous firing is still running.
- The before-stop trigger runs on a five-second budget, and is skipped entirely for a kick or a dropped connection.
- Smelting is not instant. Load in one firing, collect in a later one.